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Saga of the Desolation Wolves


TiguriusX

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New rules in play and new leagues firing up.

 

This is my entry in the Tryhard 9 league

 

Desolation Wolves

Spoiler

++ Arks of Omen Detachment (Imperium - Adeptus Astartes - Space Wolves) [138 PL, , 2,000pts] ++

+ Configuration +

**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage

Arks of Omen Compulsory Type: Fast Attack

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Game Type: 5. Chapter Approved: Arks of Omen

+ Stratagems +

A Trophy Bestowed [-1CP]

+ No Force Org Slot +

Company Veterans [3 PL, 40pts]
. Company Veteran: 2x Astartes Chainsword
. Company Veteran Sergeant: 2x Astartes Chainsword

+ HQ +

Chaplain [7 PL, -1CP, 115pts]: 3. Exhortation of Rage, 6. Canticle of Hate (Aura), Chapter Command: Master of Sanctity, Jump Pack, Power fist, Stratagem: Relic of the Chapter, The Armour of Russ

Chapter Master in Phobos Armour [7 PL, -1CP, 120pts]: 2. Lord of Deceit, Chapter Command: Chapter Master, Stratagem: Warlord Trait, Warlord

Lieutenant in Reiver Armour [4 PL, -2CP, 65pts]: Rites of War, Stratagem: Hero of the Chapter, Stratagem: Relic of the Chapter, The Vox Espiritum

+ Troops +

Infiltrator Squad [6 PL, 100pts]: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

Infiltrator Squad [6 PL, 100pts]: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

+ Elites +

Company Ancient [5 PL, -1CP, 80pts]: Chapter Command: Chapter Ancient, Steadfast Example, Stratagem: Hero of the Chapter, Thunder hammer

Judiciar [5 PL, 75pts]

Wolf Guard [7 PL, 115pts]: Jump Pack
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard Pack Leader: Combi-melta, Power axe

Wolf Guard [7 PL, 115pts]: Jump Pack
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard Pack Leader: Combi-melta, Power axe

Wulfen [6 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

+ Fast Attack +

Cyberwolves [1 PL, 15pts]: Cyberwolf

Cyberwolves [1 PL, 15pts]: Cyberwolf

Cyberwolves [1 PL, 15pts]: Cyberwolf

Skyclaws [8 PL, 110pts]
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

Skyclaws [8 PL, 110pts]
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

Skyclaws [8 PL, 110pts]
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

+ Heavy Support +

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marines: 4x Bolt pistol, 4x Frag & Krak grenades
. Desolation Sgt
. . Replace Superfrak/krak with Vengor & Targeter Optics: Vengor Launcher

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marines: 4x Bolt pistol, 4x Frag & Krak grenades
. Desolation Sgt
. . Replace Superfrak/krak with Vengor & Targeter Optics: Vengor Launcher

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marines: 4x Bolt pistol, 4x Frag & Krak grenades
. Desolation Sgt
. . Replace Superfrak/krak with Vengor & Targeter Optics: Vengor Launcher

++ Total: [138 PL, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)

 

The main point of this list is to test Desolation marines and counter fire AM mortars

I am also testing whether tactical play using mobility and obsec tricks gives me better results

Reiver LT can turn off obsec within 6" for 2 CP in command phase

Ancient gives a double OBSEC aura as well

I hate playing knights with count as 5 obsec so these will be huge

The list doesn't have the raw melee power of other SW but it has a ton of utility tools available

 

I built to kill AM and Aeldari.  Everyone else I just have to outplay

 

 

Round 1

Mission 22 on WTC table 5 

 

?imw=637&imh=358&ima=fit&impolicy=Letter

 

 

Opponent-Imperial Knights

Spoiler

++ Arks of Omen Detachment (Imperium - Imperial Knights) [106 PL, 1CP, 2,000pts] ++

+ Configuration +

Arks of Omen Compulsory Type: Lord of War

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Chivalric Oath: Oath: Defend the Realm, Oath: Lay Low The Tyrants

Detachment Command Cost

Game Type: 5. Chapter Approved: Arks of Omen

Questor Allegiance: House Raven, Questor Mechanicus

+ Agents of the Imperium +

Acolytes [1 PL, 10pts]: Ordo Hereticus
. Acolyte: Hot-Shot Lasgun, Needle Pistol

+ Lord of War +

Armiger Helverins [16 PL, -1CP, 310pts]
. Armiger Helverin: Questor Cognis Heavy Stubber
. Armiger Helverin: Heirloom: The Bastard's Helm, Heirlooms of the Household, Questor Cognis Heavy Stubber

Armiger Helverins [16 PL, 310pts]
. Armiger Helverin: Questor Cognis Heavy Stubber
. Armiger Helverin: Questor Cognis Heavy Stubber

Armiger Warglaives [24 PL, 435pts]
. Armiger Warglaive: Questor Cognis Heavy Stubber
. Armiger Warglaive: Questor Cognis Heavy Stubber
. Armiger Warglaive: Questor Cognis Heavy Stubber

Knight Errant [25 PL, -4CP, 460pts]: Character (Knight Lance), Exalted Court: Master of Lore, Heirloom (Raven): The Banner Inviolate, Knightly Teaching: The Virtue of Courage, Order of Companions, Questor Cognis Heavy Stubber, Reaper Chainsword, Revered Paragon, Stratagem: Relic, Stratagem: Warlord Trait, Warlord, Warlord Trait: Ion Bulwark, Warlord Trait: Landstrider

Knight Moiraxes [8 PL, 165pts]
. Knight Moirax: 2x Lightning Lock

Knight Moiraxes [16 PL, 310pts]
. Knight Moirax
. . Graviton Pulsar
. . Siege Claw w/ Rad-Cleanser
. Knight Moirax
. . Graviton Pulsar
. . Siege Claw w/ Rad-Cleanser

++ Total: [106 PL, 1CP, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)

 

 

Pre-game analysis

Opponent has the kind of list that is dangerous to play

OBSEC count as 5 everywhere

Super speedy with raven to advance and fire as normal

Super speedy melee with advance and charge (full tilt makes it a 20" move before charging)

If he goes first he will absolutely control tempo of the game

 

What can I use to my advantage?

Decent walls to hide and a choke point to slow him down

My obsec tools also help...my reiver LT can use his rites of war to reach 9" away thanks to the vox relic...so I can advance my sky claws and give them obsec while hiding LT safely in the bottom left.  This means even if he runs and touches my objective he won't flip it

 

I do some placement testing and decide if I get first turn I can advance my infiltrators and keep him away from objectives...this gives me a 12 on primary and I just need to keep pressure on

image.png

 

 

If I go second it becomes a war of attrition...he will be able to pour through to my side and threaten everything

He can get this far if I let him...I will have to counter attack HARD

image.png?width=564&height=604

 

 

I pick 

-Bring it down

-Shock tactics

-Oath of moment (if I go 2nd I can auto score this...if I go 1st I can get this easy 1st turn and hope it ends up being enough over the course of the game)

 

 

He picks

-No prisoners (I give up 14)

-Yield no ground

-Renew the oaths

 

 

Deployment

Spoiler

image.png.024c5f2ebd22b4d25a17e7f6e8479a62.png

 

Reserve

I put 1xWG

He put 2 armigers in reserve

 

Top right small building

-2xcyberwolf to run in middle for oath

-sky claws

-chaplain to buff skyclaws

-desolation marines to get good angle

 

Main wall

-EVERYTHING else hiding there 

You can barely see the reiver LT during test placement...but his giant green bubble is the rites of war at 9" thanks to vox

 

 

 

 

BATREP

Spoiler

I get the roll for first turn...big impact on how the game will go and my opponent knows it

He also informs me time is limited so I stop taking screen shots and notes at this point

 

I push forward aggressively

Both infiltrators roll high for advance so I end up 1" away from him and body block him DEEP in his own territory

Skyclaws and chaplain advance behind top right wall to stage for turn 2

1 wolf runs to middle and other takes his place for next turn

Desolation marines get barely LOS on his warglaive top right

 

 

Skyclaws advance to far left objective and hide safely behind walls

Last skyclaw jumps to the top right building and replaces the unit that left with the chaplain

Wulfen advance to middle wall

Desolation marines on bottom right get LOS on same warglaive as other squad

Bottom left desolation marines move out to get LOS on his moirax on the line at the far left

 

Desolation marines 1 + 2 drop his warglaive to 2 wounds (he buffed it defensively)

Desolation marine 3 kills moirax AND damaged warglaive with indirect fire from vengor

 

2 armigers down and I am deep in his lines to deny movement

 

Turn 1B

He can't push up b/c I am 1" away so he shuffles units around.  His big knight moves in top right to melee with his warglaive

He uses full tilt to fly another moirax down and touch my objective bottom left.  He can't flip it though b/c I have 6 obsec skyclaws on it

 

Shooting doesn't go very well for him. 

He kills 1 desolation marine top right and only 2 bottom left.  They fire on death but he makes both invulnerable saves

He wipes infiltrators in melee and pushes forward with consolidations

Lucky for me he can't touch top right (ends up 1" away with big knight errant)

 

 

 

Turn 2A

I move into tactical doctrine

I get 12 primary and keep the pressure on

I get rage for +1 wound on my sky claws (this is big b/c 6 man unit costs 2 CP to buff if he failed)

I also get reroll all hits...nailed both my 3+ litanies

I decide to go all in and place buffed skyclaws in assault doctrine

I go YOLO and launch 2 units of sky claw + chaplain at his big knight errant to kill it in melee if possible

I drop my reserve WG in the top right building I keep using to launch attacks from

The CM is also there so they will get full rerolls when they attack turn 3

Cyberwolf #2 has moved into middle as well.  If I need to dodge overwatch I will send a wolf in first

 

Wulfen move to multi charge his 2 armigers in middle with backup from the judiciar

I end up using keen senses on these wulfen to hit on 2s and maximize odds

WG jump bottom left to try and help sky claws down a moirax

Sky claws move to get LOS for their meltas and charge as well

I have to be careful with movement here b/c if I step out of Reiver OBSEC bubble he flips point

 

 

Shooting takes all my meltas and super kraks but I drop his warglaive top right leaving his big knight errant alone

He auto explodes but doesn't kill the cyberwolves (yay)

This also means he has no CP remaining so overwatch is not a threat

Bottom left is bad and I do 0 wounds to the moirax...I may not kill it.  He has also buffed it with -1 damage and I have no CP for savage strike +1 to wound so melee is looking scary down there

 

I kick myself for just now realizing he left his solo acolyte out of LOS protection and I could have sniped him with indirect

I recover in time to charge a single wolf to the left where wulfen are fighting

 

Wulfen slaughter both armigers in middle and wait to be shot to death

Judiciar follows but stays on point and has LOS protection

Cyberwolf piles in + consolidates to go 6" and deny home objective to acolyte and drop him to 0 primary

 

Bottom left the WG + skyclaw melee bring moirax to 2 wounds

Luckily he was bracketed and his swing back only kills 2 models

 

Top right we bring his knight errant down to 2 wounds total as well

He kills a single sky claw in return

 

Turn 2B

He pumps errant to operate at full bracket then falls back and steps over me to take objective

He brings armigers in top right corner

He shoots and kills 2/6 sky claws 2/4 desolation marines and 1/5 WG

He easily wipes wulfen + forward cyberwolf with shooting

 

He realizes the errant didn't go far away enough so he charges chaplain to avoid being HI

I spend CP and bring fully buffed skyclaws to join the fight...they smash the errant down

 

 

Turn 3A

Skyclaws and WG finish the moirax bottom left but are standing in the open when its down

 

Veterans and LT reiver finish their running and get on the objective and out of LOS as backup

 

Top right I send chaplain and all survivors from 2 skyclaw units to kill his 2 armigers in the corner

Desolation marines also fire

 

I wipe armigers top right with combination of shooting/melee

 

At this point he looks at the board and concedes

 

We talk out the rest of the scoring and roll dice for the questionable stuff

 

One of the items we play out is the middle cyberwolf to advance and charge to kill his acolyte on turn 4 to force another 0 primary

 

 

 

Final

Spoiler

image.png

 

I leveraged turn 1 to choke him out on primary and keep pressure on

Only bad news is I can't score shock tactics well when doing that

 

 

After the game I learned I was playing desolation marines wrong.

 

I played them as 4 super krak + vengor

They ALSO have 5 castellans

That means my army will have an extra 15d3 S4 AP1 D1 indirect fire shots next game

Wooooooo hooooo

 

Misplayed Reiver LT as  if he could forward deploy...he is phobos but CAN'T do that...he was in a legal easy to reach position since I got 1st turn so it didn't impact result.  The little errors that come from list changes and new units/rules

 

I got through the "bad' matchup I didn't want to deal with and got lucky with 1st turn. 

 

On to round 2!

 

 

 

 

 

Edited by TiguriusX
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Good first try with Desolation marines. Considering the Castellan and Super-Krak are heavy weapons, don't you think there is still an argument for Codex Warfare? The Castellan can definitely mow down small and fragile units - this should stack up CW points rather quickly I reckon.

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Good work against the Knights! I've always enjoyed playing with and against Knights in 8th, but I have only got to take them on once in 9th.  

 

I know that this is a question that I have no excuse to aske but does WWoR stack with Savage Fury?  I've played it both ways based on my opponents understanding and that not a good place to be. 

 

 

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5 hours ago, jpwyrm said:

Good first try with Desolation marines. Considering the Castellan and Super-Krak are heavy weapons, don't you think there is still an argument for Codex Warfare? The Castellan can definitely mow down small and fragile units - this should stack up CW points rather quickly I reckon.

 

So uh...i had no idea about castellan launchers bc i am digital wolf and BS didnt add it until the march 16 update.

 

I thought it was just krak + vengor

 

My heavy weapon options greatly expanded with the addition of castellan launchers

 

So yes...against T3 armies codex warfare is a strong option.

 

Indirect fire should max the score if i live long enough

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1 hour ago, dees said:

Good work against the Knights! I've always enjoyed playing with and against Knights in 8th, but I have only got to take them on once in 9th.  

 

I know that this is a question that I have no excuse to aske but does WWoR stack with Savage Fury?  I've played it both ways based on my opponents understanding and that not a good place to be. 

 

 

 

Savage fury 100% stacks with whirlwind of rage and is the reason SW go successor.

 

Double exploding 6 in melee is very powerful

 

Get someone who disagrees to explain why and i will review their rule interpretation for you

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14 minutes ago, Triszin said:

Have you thought about a 10 man blob for keen senses maximization?

 

i literally just had this epiphany before coming here....was telling my AM teammate and he was horrified.

 

My next test list is 2x10 desolation marines

 

chaplain goes all shooty buffs

1 unit hits on 2s rerolling 1s

other has CM rerolls

 

They rain 20d3 castellan shots

Should absolutely obliterate T3 models

 

The AM matchup might be fun like this

Kasrkin and mortars are gone instantly

 

But expect artillery meta to follow this...arms race time

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TryHard9
Round 2 v White Scars
Mission 23 (Scouring)
WTC Map 5

?imw=637&imh=358&ima=fit&impolicy=Letter

 


My Army

Spoiler

++ Arks of Omen Detachment (Imperium - Adeptus Astartes - Space Wolves) [138 PL, , 2,000pts] ++

+ Configuration +

**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage

Arks of Omen Compulsory Type: Fast Attack

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Game Type: 5. Chapter Approved: Arks of Omen

+ Stratagems +

A Trophy Bestowed [-1CP]

+ No Force Org Slot +

Company Veterans [3 PL, 40pts]
. Company Veteran: 2x Astartes Chainsword, Frag & Krak grenades
. Company Veteran Sergeant: 2x Astartes Chainsword, Frag & Krak grenades

+ HQ +

Chaplain [7 PL, -1CP, 115pts]: 3. Exhortation of Rage, 6. Canticle of Hate (Aura), Chapter Command: Master of Sanctity, Crozius arcanum, Frag & Krak grenades, Jump Pack, Litany of Hate (Aura), Power fist, Stratagem: Relic of the Chapter, The Armour of Russ

Chapter Master in Phobos Armour [7 PL, -1CP, 120pts]: 2. Lord of Deceit, Bolt pistol, Camo cloak, Chapter Command: Chapter Master, Combat knife, Frag & Krak grenades, Master-crafted instigator bolt carbine, Stratagem: Warlord Trait, Warlord

Lieutenant in Reiver Armour [4 PL, -2CP, 65pts]: Combat knife, Frag & Krak grenades, Master-crafted special issue bolt pistol, Rites of War, Stratagem: Hero of the Chapter, Stratagem: Relic of the Chapter, The Vox Espiritum

+ Troops +

Infiltrator Squad [6 PL, 100pts]: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

Infiltrator Squad [6 PL, 100pts]: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

+ Elites +

Company Ancient [5 PL, -1CP, 80pts]: Chapter Command: Chapter Ancient, Frag & Krak grenades, Steadfast Example, Stratagem: Hero of the Chapter, Thunder hammer

Judiciar [5 PL, 75pts]: Absolver Bolt pistol, Executioner Relic Blade, Frag & Krak grenades

Wolf Guard [7 PL, 115pts]: Jump Pack
. Wolf Guard: Combi-melta, Frag & Krak grenades, Power axe
. Wolf Guard: Combi-melta, Frag & Krak grenades, Power axe
. Wolf Guard: Combi-melta, Frag & Krak grenades, Power axe
. Wolf Guard: Combi-melta, Frag & Krak grenades, Power axe
. Wolf Guard Pack Leader: Combi-melta, Frag & Krak grenades, Power axe

Wolf Guard [7 PL, 115pts]: Jump Pack
. Wolf Guard: Combi-melta, Frag & Krak grenades, Power axe
. Wolf Guard: Combi-melta, Frag & Krak grenades, Power axe
. Wolf Guard: Combi-melta, Frag & Krak grenades, Power axe
. Wolf Guard: Combi-melta, Frag & Krak grenades, Power axe
. Wolf Guard Pack Leader: Combi-melta, Frag & Krak grenades, Power axe

Wulfen [6 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

+ Fast Attack +

Cyberwolves [1 PL, 15pts]
. Cyberwolf: Teeth and claws

Cyberwolves [1 PL, 15pts]
. Cyberwolf: Teeth and claws

Cyberwolves [1 PL, 15pts]
. Cyberwolf: Teeth and claws

Skyclaws [8 PL, 110pts]
. Skyclaw: Astartes Chainsword, Bolt pistol, Frag & Krak grenades, Jump Pack
. Skyclaw: Astartes Chainsword, Bolt pistol, Frag & Krak grenades, Jump Pack
. Skyclaw: Astartes Chainsword, Bolt pistol, Frag & Krak grenades, Jump Pack
. Skyclaw Pack Leader: Frag & Krak grenades, Jump Pack, Meltagun, Power fist
. Skyclaw with Special Weapon: Astartes Chainsword, Frag & Krak grenades, Jump Pack, Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Jump Pack, Thunder hammer

Skyclaws [8 PL, 110pts]
. Skyclaw: Astartes Chainsword, Bolt pistol, Frag & Krak grenades, Jump Pack
. Skyclaw: Astartes Chainsword, Bolt pistol, Frag & Krak grenades, Jump Pack
. Skyclaw: Astartes Chainsword, Bolt pistol, Frag & Krak grenades, Jump Pack
. Skyclaw Pack Leader: Frag & Krak grenades, Jump Pack, Meltagun, Power fist
. Skyclaw with Special Weapon: Astartes Chainsword, Frag & Krak grenades, Jump Pack, Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Jump Pack, Thunder hammer

Skyclaws [8 PL, 110pts]
. Skyclaw: Astartes Chainsword, Bolt pistol, Frag & Krak grenades, Jump Pack
. Skyclaw: Astartes Chainsword, Bolt pistol, Frag & Krak grenades, Jump Pack
. Skyclaw: Astartes Chainsword, Bolt pistol, Frag & Krak grenades, Jump Pack
. Skyclaw Pack Leader: Frag & Krak grenades, Jump Pack, Meltagun, Power fist
. Skyclaw with Special Weapon: Astartes Chainsword, Frag & Krak grenades, Jump Pack, Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Jump Pack, Thunder hammer

+ Heavy Support +

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marine: 4x Bolt pistol, 4x Castellan Launcher, 4x Frag & Krak grenades
. Desolation Sgt: Bolt pistol, Castellan Launcher, Frag & Krak grenades
. . Replace Superfrak/krak with Vengor & Targeter Optics: Targeter Optics, Vengor Launcher

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marine: 4x Bolt pistol, 4x Castellan Launcher, 4x Frag & Krak grenades
. Desolation Sgt: Bolt pistol, Castellan Launcher, Frag & Krak grenades
. . Replace Superfrak/krak with Vengor & Targeter Optics: Targeter Optics, Vengor Launcher

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marine: 4x Bolt pistol, 4x Castellan Launcher, 4x Frag & Krak grenades
. Desolation Sgt: Bolt pistol, Castellan Launcher, Frag & Krak grenades
. . Replace Superfrak/krak with Vengor & Targeter Optics: Targeter Optics, Vengor Launcher

++ Total: [138 PL, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)


His Army

Spoiler

++ Arks of Omen Detachment (Imperium - Adeptus Astartes - White Scars) [118 PL, 2,000pts, 2CP] ++

+ Configuration +

**Chapter Selector**: White Scars

Arks of Omen Compulsory Type: Elites

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Game Type: 5. Chapter Approved: Arks of Omen

+ HQ +

Kor'sarro Khan [6 PL, 100pts]

Librarian in Phobos Armour [5 PL, 90pts, -2CP]: 2. Lord of Deceit, 3) Ride the Winds, 4) Storm-wreathed, Mantle of the Stormseer, Stratagem: Relic of the Chapter, Stratagem: Warlord Trait, Warlord

Primaris Librarian [5 PL, 85pts, -2CP]: 2) Might of Heroes, 6) Psychic Fortress (Aura), Plume of the Plainsrunner, Rites of War, Stratagem: Hero of the Chapter, Stratagem: Relic of the Chapter

+ Troops +

Infiltrator Squad [6 PL, 100pts]: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

+ Elites +

Aggressor Squad [12 PL, 150pts]: 4x Aggressor, Aggressor Sergeant
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

Brutalis Dreadnought [10 PL, 170pts]
. 2 Brutalis Talons
. 2 Heavy Bolters

Brutalis Dreadnought [10 PL, 170pts]
. 2 Brutalis Talons
. 2 Heavy Bolters

Terminator Assault Squad [9 PL, 165pts]: Teleport Homer
. Assault Terminator Sergeant
. . Thunder Hammer & Storm Shield
. 4x Assault Terminator w/THSS: 4x Storm shield, 4x Thunder hammer

Vanguard Veteran Squad [7 PL, 137pts]: Jump Pack
. Vanguard Veteran: Grav-pistol, Lightning Claw
. Vanguard Veteran: Grav-pistol, Lightning Claw
. Vanguard Veteran: Lightning Claw, Storm shield
. Vanguard Veteran: Lightning Claw, Storm shield
. Vanguard Veteran Sergeant: Grav-pistol, Relic blade

Vanguard Veteran Squad [14 PL, 163pts]: Jump Pack
. Vanguard Veteran: Grav-pistol, Lightning Claw
. Vanguard Veteran: Grav-pistol, Lightning Claw
. Vanguard Veteran: Grav-pistol, Lightning Claw
. Vanguard Veteran: Lightning Claw, Storm shield
. Vanguard Veteran: Lightning Claw, Storm shield
. Vanguard Veteran Sergeant: Grav-pistol, Relic blade

+ Fast Attack +

Attack Bike Squad [6 PL, 150pts]
. Attack Bike: Multi-melta
. Attack Bike: Multi-melta
. Attack Bike: Multi-melta

Land Speeders [3 PL, 60pts]
. Land Speeder: Multi-melta

Land Speeders [3 PL, 60pts]
. Land Speeder: Multi-melta

+ Heavy Support +

Eliminator Squad [4 PL, 75pts]: Las Fusil
. Eliminator Sergeant: Instigator Bolt Carbine
. 2x Eliminators: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades

Eliminator Squad [4 PL, 75pts]: Las Fusil
. Eliminator Sergeant: Instigator Bolt Carbine
. 2x Eliminators: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades

Hellblaster Squad [8 PL, 150pts]: Assault Plasma Incinerator
. 4x Hellblaster: 4x Bolt pistol, 4x Frag & Krak grenades
. Hellblaster Sergeant: Bolt pistol

+ Dedicated Transport +

Impulsor [6 PL, 100pts]: 2x Storm Bolters, Ironhail Heavy Stubber, Shield Dome

++ Total: [118 PL, 2CP, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)


Pregame & Deployment
 

Spoiler

Ooh new Brutalis Dreads...nice
I think I have a decent chance in this matchup
If I can clear his shooting I feel I am fine into his melee stuff
2 sources of fight last should hold him back

I pick
-Shock tactics
-Raise banners
-Oath of moment (there is a tiny hiding hole in the ruins that my wolves can score hold the center even if I go 1st)

He picks
-Lightning strike (WS specific)
-Raise banners
-Behind enemy lines


Skyclaw + WG in reserve
He puts hellblasters in impulsor

I win roll for deployment and go first
Infiltrators take over mid objectives and push him back
I put a fire base of desolators bottom right
Support HQs join them
Everyone else stages behind walls and I have easy reach to mid objective

 

 

image.thumb.jpeg.754a4bbfa29356f35737f64a8dc7cefe.jpeg

 

 

BATREP

Spoiler

Turn 1A
I win the roll for first turn
I win roll and make him redeploy first
I slightly shift my units around...biggest change is right side infiltrators push up hard to the crate

 

image.thumb.jpeg.e6423caa051eba7e836a3a5b11a5bfab.jpeg

 

I push up into staging positions and raise banners
He has placed his dreads and ranged units in a bit of a choke point.  I decide to test it and advance the WG rightside to the crates and push up with infiltrators
If he wants to stop me he has to send hellblasters where my super kraks have direct line of sight

I kill LS with vengors
Kill 2/5 infiltrators with castellan
End of turn I realize I forgot to scour...oops

 

image.jpeg.2002d17c8f4d3b98cc88672c8697fac5.jpeg

 


Turn 1B
He moves then disembarks hellblasters and Khan to kill WG
Moves up into staging positions
The 3 man infiltrators guerilla tactics and leave

 

 

image.thumb.jpeg.5f124bdc2ffe1e7f070d30ece456179b.jpeg


Turn 2A
I decide to kill aggressors hellblasters and khan this turn
With all his shooting gone I can start moving more aggressively

I sacrifice skyclaws on DS to hellblaster auspex to drain his CP
I lose all 6 but now he can't transhuman aggressors when my Wulfen come charging in
2 desolator squads manage to kill hellblasters
3rd squad unloads on Khan now that he is the closest visible and kills him despite LOS of the impulsor

Wulfen make multi charge into aggressors and brutalis then combat bounce away from brutalis into aggressors only (needed short distance to reach engagement)
Aggressors spike 5++ psychic fortress saves and only 3 die to TH
Claw kills 1 more
He kills nobody on swing back and flees to morale (phew)

Infiltrators charge impulsor and orbit to steal the objective and earn shock tactics and drop him to a 4 primary

 

image.thumb.jpeg.5621bb17f8d6bc0469bdc94a20f377fb.jpeg

 

Turn 2B
His 3 man infiltrators arrive in corner for behind scoring

He wipes wulfen with smite + guns + brutalis charge
Wulfen do 0 on death

He wipes everything I left exposed and even manages to pick off 3 sky claws I had safe using his bikes

Cyberwolf in middle survives though and gets more oath points

 

image.thumb.jpeg.06a97b19fde93e895fe1f56fa2c5ead8.jpeg


Turn 3A
1 infiltrator in corner lives despite a TON of fire (great usage of transhuman)

Skyclaws even got a melta through but I forgot about helix!!!

They take out their anger on the bikes in melee with PF and TH attacks wounding on 2 with savage strike

 

I bring WG on right flank safe from guns and they help melta the impulsor
I totally forget to move the chaplain to join them with his armor of russ (major OOPS)

I had moved the judiciar back to replace him but with everything going on it was forgotten

 

I kill eliminators and impulsor with shooting from desolation marines

 

image.thumb.jpeg.f107fd85618c1448262ba29c9db909bf.jpeg


Turn 3B
He takes one of my banners b/c I didn't realize he can take it from a sliver on the other side
Oops

His surviving WG tear my company ancient and 4/5 WG apart
Ancient fought on death and kill 1 VV to try and save WG 

Oops

 

I salvage the turn by HI the reiver LT past the VV and onto the point to rescue it and score points

 

 

image.thumb.jpeg.ec2b41ac78783d9ff815831132706afc.jpeg

 

Turn 4A
Indirect vengor fire removes LS from a point and kills the single infiltrator in corner
Desolators kill small VV and Judiciar + skyclaws kill large VV squad
Chaplain takes his PF into the forward brutalis who survived super krak on 1 wound...and does the job
He is low on units...I need to dodge his assault terminators and keep his primary down now

 

image.thumb.jpeg.4ad4c191f5fef656e6b8efbdcecd93c9.jpeg

 

Turn 4B
He wipes sky claws and cyberwolf and takes middle and scours it

I HI the judiciar past the Brutalis in case I need movement to reach his side

 

 

image.thumb.jpeg.afd7cfc9f08b35ba35d079e497b4078e.jpeg


Turn 5A
My original plan is the judiciar and wolf stand next to brutalis and raise a banner
Shock + banner points sound nice

We look at the score and see that move doesn't matter

I have to be super aggressive to score the win
If I don't stop a hold more he wins...passive conservative play is likely a tie or loss
I also need to be careful b/c every character he kills scores 3 on lightning strike as well

 

I am a gdamn SW we don't play it safe
That means judiciar has to go forward and attack...so I do that
I totally forget the wolf and leave him there.  I had an easy advance onto his BACK objective to remove a banner but instead go to his brutalis

Naturally the wolf dies to brutalis explosion and makes his hold more MUCH easier
I even put 1 castellan launcher wound on his terminators (remember this)

Lucky for me my heroes go yolo 
CM puts 3 damage on his psyker with sniper gun
Judiciar and chaplain rolls well and kill both his psykers
I stretch them out using consolidate so I can mess with his plans to hold 2 objectives
He has 1 unit of terminators only and they can't be everywhere...coherency rules are gonna impact the end of this game


The wolf dying means he just needs to hold 2 for hold more...gonna be a tricky end

 

In all the excitement I forget a screen shot

 


Turn 5B
He can't get all his terminators in and has to string them out for the fight
I swing with judiciar first and go nuts with rerolling and fishing for 6s...I land 2 of them for 4 extra hits (bestial nature for assault doctrine lasts until next command phase and is paying off HUGE here)

He makes 4/6 4++

Luckily I got a 6 to wound for an extra mortal and landed a single castellan launcher wound earlier.

That meant each 2 damage swing actually killed a 3 wound model so the judiciar managed to kill 2 entire terminators after that heroic outburst

 

Pulling 2/5 models means he has difficult decisions on who to pull and how to fight and consolidate
He leaves SGT in range of judiciar and 2 guys on chaplain

I make 4/4 4++ saves (1 failed save is a death b/c he has damage 4 THs)

 

 

image.thumb.jpeg.118d1e62fe007b17fb47ce0c2ede817a.jpeg

 

The chaplain and judiciar write a mighty saga of their heroic deeds this day

 

image.thumb.jpeg.708a226e27adff325ff21570be72c97e.jpeg


Final

Spoiler

 

 

image.jpeg.475c15f0c8aff0afc7f3c4531bad5b4c.jpeg

 

81-73
SW victory!!!
I am now 2-0
1 more to make top cut

Chaplain failed like 7/10 litanies over the game
I never got the buffs I wanted on sky claws to launch them forward so kept holding them back
I REALLY wanted to send them with the wulfen but got nothing off

I should have picked codex warfare
Desolation marines can do some work
I love the super krak guaranteed damage too

 

 

I made a TON of mistakes this game and was lucky to pull it off

I only used fight last ONE TIME to control his melee forces

I got lucky at the end...but I'll take luck over skill any day

 

Besides...it made for an exciting and unforgettable finish

My opponent and I were both in shock and enjoyed the game

 

Edited by TiguriusX
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Copenhammer XXIII
Round 1 v Necrons
WTC Table 5
Mission 13-Data scry salvage

 

?imw=637&imh=358&ima=fit&impolicy=Letter


My army

Spoiler

++ Arks of Omen Detachment (Imperium - Adeptus Astartes - Space Wolves) ++

+ Configuration +

**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage

Arks of Omen Compulsory Type: Fast Attack

Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Game Type: 5. Chapter Approved: Arks of Omen

+ No Force Org Slot +

Company Veterans
. Company Veteran: 2x Astartes Chainsword
. Company Veteran Sergeant: Astartes Chainsword, Lightning Claw

+ HQ +

Chaplain: 2. Catechism of Fire, 5. Recitation of Focus, Chapter Command: Master of Sanctity, Jump Pack, Litany of Hate (Aura), Power fist, Stratagem: Hero of the Chapter, Wise Orator

Chapter Master in Phobos Armour: 2. Lord of Deceit, Chapter Command: Chapter Master, Stratagem: Warlord Trait, Warlord

Lieutenant in Reiver Armour: Rites of War, Stratagem: Hero of the Chapter, Stratagem: Relic of the Chapter, The Vox Espiritum

+ Troops +

Infiltrator Squad: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

Infiltrator Squad: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

+ Elites +

Judiciar

Wulfen: 5x Stormfrag auto-launcher
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

Wulfen: 5x Stormfrag auto-launcher
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

+ Fast Attack +

Cyberwolves: Cyberwolf

Cyberwolves: Cyberwolf

Cyberwolves: Cyberwolf

Skyclaws
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

Skyclaws
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

Skyclaws
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

+ Heavy Support +

Desolation Squad: Superkrak Rocket Launcher
. 9x Desolation Marine: 9x Bolt pistol, 9x Castellan Launcher, 9x Frag & Krak grenades
. Desolation Sgt
. . Replace Superfrak/krak with Vengor & Targeter Optics: Vengor Launcher

Desolation Squad: Superkrak Rocket Launcher
. 4x Desolation Marine: 4x Bolt pistol, 4x Castellan Launcher, 4x Frag & Krak grenades
. Desolation Sgt
. . Replace Superfrak/krak with Vengor & Targeter Optics: Vengor Launcher

Long Fangs: Armorium Cherub
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang Pack Leader: Meltagun, Power fist
. Wolf Guard Terminator Pack Leader: Combi-melta, Cyclone missile launcher, Master-Crafted Weapon, Stratagem: Thane of the Retinue, Thunder hammer

++ Total: [119 PL, 1CP, 2,000pts] ++

 

 

I have talked about a master crafted LF WGTDA for ages and never made one...so here is a master crafted cyclone missile launcher for funsies

 

The desolation brick is intended for chaplain buffs and keen senses

Hit on 2s even with indirect

Potential for +1 wound as well

 

Reiver and sky claws give mobility and obsec tools

Wulfen + Judiciar give a defensive line to keep me safe

 

His army

Spoiler

++ Arks of Omen Detachment (Necrons) [118 PL, 7CP, 2,000pts] ++

+ Configuration [6CP] +

Arks of Omen Compulsory Type: Troops

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]

Detachment Command Cost

Dynasty Choice: Dynasty: Nihilakh

Game Type: 5. Chapter Approved: Arks of Omen

+ HQ [5 PL, -1CP, 70pts] +

Technomancer [5 PL, -1CP, 70pts]: Dynastic Heirlooms [-1CP], Relic: Veil of Darkness, Staff of Light

+ Troops [24 PL, 440pts] +

Necron Warriors [6 PL, 110pts]
. 10x Necron Warrior (Gauss Reaper) [110pts]: 10x Gauss Reaper

Necron Warriors [6 PL, 110pts]
. 10x Necron Warrior (Gauss Reaper) [110pts]: 10x Gauss Reaper

Necron Warriors [6 PL, 110pts]
. 10x Necron Warrior (Gauss Reaper) [110pts]: 10x Gauss Reaper

Necron Warriors [6 PL, 110pts]
. 10x Necron Warrior (Gauss Reaper) [110pts]: 10x Gauss Reaper

+ Fast Attack [36 PL, 630pts] +

Canoptek Wraiths [12 PL, 210pts]
. 6x Canoptek Wraith (Claws) [210pts]: 6x Vicious Claws

Canoptek Wraiths [12 PL, 210pts]
. 6x Canoptek Wraith (Claws) [210pts]: 6x Vicious Claws

Canoptek Wraiths [12 PL, 210pts]
. 6x Canoptek Wraith (Claws) [210pts]: 6x Vicious Claws

+ Dedicated Transport [32 PL, 460pts] +

Ghost Ark [8 PL, 115pts]: 2x Gauss Flayer Array

Ghost Ark [8 PL, 115pts]: 2x Gauss Flayer Array

Ghost Ark [8 PL, 115pts]: 2x Gauss Flayer Array

Ghost Ark [8 PL, 115pts]: 2x Gauss Flayer Array

+ Lord of War [21 PL, 2CP, 400pts] +

The Silent King [21 PL, 2CP, 400pts]: Stratagem: Warlord Trait [-1CP], Warlord, Warlord Trait (Szarekhan): The Triarch's Will
. Szarekh: Sceptre of Eternal Glory, Scythe of Dust, Staff of Stars
. 2x Triarchal Menhir: 2x Annihilator Beam

++ Total: [118 PL, 7CP, 2,000pts] ++


Pre game

Spoiler

Map has decent cover and I can squeeze a wolf in middle
I out range him and I have indirect fire...I like the matchup
The only thing I fear is rolling badly on the 4+ quantum shielding wound rolls and him spiking his 4++ after

My picks
Shock tactics
Oath of moment
Codex warfare


He picks
Behind
Treasures
Ancient machineries


I win roll and make him deploy first

 

image.thumb.jpeg.5f7a114eab44f7e352673ec31302a281.jpeg

 

 

BATREP

Spoiler

I win first turn and redeploy my infiltrators to safe positions so I can hide after I lock in every objective

 

Reminder this is a WTC rule league

Skyclaws limited to 3 melta (not 4)

Redeploy allow FULL redeploys outside of deployment zone

 

image.thumb.jpeg.73724ff23643fed09e6f7a484a1b6dd9.jpeg


Turn 1A
I move into positions and zone out any dark crystal from him
I walk the small desolation marines to get direct LOS on an ark

I forget to walk my brick out to get direct LOS...
I still manage to kill 1 ghost ark with small squad + vengor of other
Emergency disembark kills 8/10 necrons...last 2 flee 
Was not expecting that...

 

 

image.thumb.jpeg.9d54bf25e20de76e43fcb6dcf79bc8ce.jpeg


Turn 1B
He moves arks up to take objectives and threaten my infiltrators with shots

Wraiths kill bottom infiltrators and knock me off bottom objectives
I get lucky and infiltrators survive incoming fire to hold top

 

 

image.thumb.jpeg.bec425dd352ece2fe59ff05666e4d636.jpeg


Turn 2A
I say YOLO and my LF arrive and SC arrive

Orange skyclaw jump forward and use reiver OBSEC bubble to flip an objective (9" thanks to vox relic)

Infiltrators charge into ark and hope to hold it in place so it can't fly past and start shooting my heavy weapons
Kill another ghost ark and drop other to 4 wounds...wish it died so grav had necron warrior targets but oh well
Charge wraiths and kill with wulfen + SC + Judiciar to reclaim bottom
I fan out to deny his crystal

I do NOT roll high enough to get wolf into the center to score oaths yet

 

 

image.thumb.jpeg.00fb710df8e0836dce455db4dbb467e8.jpeg

 

Turn 2B
He teleports single model into my corner
I auspex it with desolation brick
He rolls 4+ and stands up

He kills SC and infiltrators and consolidates into my LF to tie them up

The wraiths are danger close now

 

image.thumb.jpeg.5655b8fb38572f1150366b759c2fe50b.jpeg


Turn 3A
Company vets go to clean out the necron HQ in my corner
Chaplain fails his buffs (double 1s)
I put CM reroll all on SC and push them into assault doctrine and hope they can push the wraiths back
LF fall back so I can shoot his ark

I get lucky and the small desolation squad pops the ark
Desolation brick shoots silent king with krak and kills off both menhirs
Shoots all other guns into the necron warriors to wipe them (d3 blast into 6+ squads is 30 shots from the brick...real good at clearing bodies)

Unfortunately the SC only kill 3/6 wraiths in melee and don't take the point

 

I do remember the wolf into oath circle this time

 

image.thumb.jpeg.16f1b1b7cfb3c6805a47c6bdf16b2992.jpeg


Turn 3B
He pushes both wraiths into my lines
Kills LF TDA and packleader (terminator tanked a bunch of wounds) + Reiver LT + most of small desolation squad

 

 

image.thumb.jpeg.15d0438560886cdb4c585dae5599eb0e.jpeg
Turn 4A

Without having to worry about teleport tricks I start pushing where I need

 

Middle wulfen advance to screen my desolation brick from a wraith attack

Wulfen on the left can't reach anything useful so they set up camp on the objective
SC in middle go right to kill off small wraiths with melta
Desolation brick smokes the silent king and erases another necron warrior brick with indirect fire

 

I send all my melee into his last wraith brick but have no fight last and he has CP to interrupt
Wulfen only kill 5/6 (he spikes his 4++)
He then resurrects 2...uh oh
He interrupts and swings into SC but only kills 3
I get lucky and SC finish the job (last wound from a chainsword wounding on 5s and he fails his 4++!!)

 

image.thumb.jpeg.85d864913ac3d313cf2ebe578c16ad04.jpeg

 

Turn 4B
He has 1 unit of necron warriors and an empty ghost ark and just moves to hide

 

 

Turn 5A
Desolation brick erases his warriors from home objective
Wolf runs onto one of his sticky objectives for shock points
I fail to kill his ark with melta and a loooong charge


Turn 5B
We wrap up scoring

 

 

image.thumb.jpeg.76639608006d2d52adc079219b423baa.jpeg


Final

Spoiler

 

image.jpeg.affacc2550641ed0f9daf415064868d2.jpeg

92-68 SW victory

OMG the desolation brick is MASSIVE for SW style of play
I can reach out and erase objective holders that my melee can't reach
That is a massive impact on how my opponent has to commit resources
If you leave too few I just indirect and erase your scoring
If you put too much my mid board melee just erases your forward units

I wish I had more time to play the current meta b/c SW have a tiny window to take advantage of this before it all changes

IMO indirect mechanic as a whole needs to die.  Nobody should be spamming artillery crap.  It breaks the game

 

Edited by TiguriusX
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30 minutes ago, Prot said:

Congrats on the win. Do you think the Desolation marines are that strong for indirect compared to something like the indirect Astra has access to?

 

I'm still waiting to put mine together for one of my armies, but I guess Keen Senses makes it a little more tempting with the Wolves?

 

It is definitely makes a difference against specific target profiles (T3 best but up to T7 as well circumstantially)

It is a tool for SW to hit objectives we never would have threatened otherwise.

It also removes glass hammers behind walls that were previously safe

 

And hitting on 2s with reroll 1 is going to annihilate certain types of targets

d3 blast is great into 10 man blobs b/c you get MAX SHOTS

 

I already made a new list and have my first game this weekend where I have 1 brick of 10 and 1 brick of 9

Paired into orks

 

I added storm of fire instead of rites of war to that list (6s to wound get extra AP)

 

I did some test rolls and those 30 shots wound a decent amount even needing 5's into ork hordes

 

 

Don't forget the best combo though...step out from cover with direct LOS and fire off 9 super kraks hitting on 2s as well

And as SW we can keep our firebase mostly secure with wulfen as a speed bump not many enemies will survive getting through

 

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Copenhammer23
Round 2 v IH

Mission-Conversion

WTC Table 5

Spoiler

 

 

?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

 



My army

Spoiler

++ Arks of Omen Detachment (Imperium - Adeptus Astartes - Space Wolves) ++

+ Configuration +

**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage

Arks of Omen Compulsory Type: Fast Attack

Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Game Type: 5. Chapter Approved: Arks of Omen

+ No Force Org Slot +

Company Veterans
. Company Veteran: 2x Astartes Chainsword
. Company Veteran Sergeant: Astartes Chainsword, Lightning Claw

+ HQ +

Chaplain: 2. Catechism of Fire, 5. Recitation of Focus, Chapter Command: Master of Sanctity, Jump Pack, Litany of Hate (Aura), Power fist, Stratagem: Hero of the Chapter, Wise Orator

Chapter Master in Phobos Armour: 2. Lord of Deceit, Chapter Command: Chapter Master, Stratagem: Warlord Trait, Warlord

Lieutenant in Reiver Armour: Rites of War, Stratagem: Hero of the Chapter, Stratagem: Relic of the Chapter, The Vox Espiritum

+ Troops +

Infiltrator Squad: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

Infiltrator Squad: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

+ Elites +

Judiciar

Wulfen: 5x Stormfrag auto-launcher
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

Wulfen: 5x Stormfrag auto-launcher
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

+ Fast Attack +

Cyberwolves: Cyberwolf

Cyberwolves: Cyberwolf

Cyberwolves: Cyberwolf

Skyclaws
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

Skyclaws
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

Skyclaws
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

+ Heavy Support +

Desolation Squad: Superkrak Rocket Launcher
. 9x Desolation Marine: 9x Bolt pistol, 9x Castellan Launcher, 9x Frag & Krak grenades
. Desolation Sgt
. . Replace Superfrak/krak with Vengor & Targeter Optics: Vengor Launcher

Desolation Squad: Superkrak Rocket Launcher
. 4x Desolation Marine: 4x Bolt pistol, 4x Castellan Launcher, 4x Frag & Krak grenades
. Desolation Sgt
. . Replace Superfrak/krak with Vengor & Targeter Optics: Vengor Launcher

Long Fangs: Armorium Cherub
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang Pack Leader: Meltagun, Power fist
. Wolf Guard Terminator Pack Leader: Combi-melta, Cyclone missile launcher, Master-Crafted Weapon, Stratagem: Thane of the Retinue, Thunder hammer

++ Total: [119 PL, 1CP, 2,000pts] ++

 


His army

Spoiler

++ SM Iron hands 2 (Warhammer 40,000 9th Edition) [126 PL, 1CP, 2,000pts] +++

++ Arks of Omen Detachment (Imperium - Adeptus Astartes - Iron Hands) [126 PL, 1CP, 2,000pts] ++

+ Configuration +

**Chapter Selector**: Custom Chapter, Iron Hands Successor, Long-range Marksmen, Master Artisans

Arks of Omen Compulsory Type: Heavy Support

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Game Type: 5. Chapter Approved: Arks of Omen

+ HQ +

Librarian [7 PL, -1CP, 125pts]: 2) Might of Heroes, 3) Null Zone (Aura), 6) Psychic Fortress (Aura), Chapter Command: Chief Librarian, Combi-melta, Force sword, Frag & Krak grenades, Jump Pack, Psychic Mastery, Smite, Stratagem: Hero of the Chapter

Lieutenant in Phobos Armour [4 PL, -1CP, 70pts]: 2. Lord of Deceit, Bolt pistol, Frag & Krak grenades, Master-crafted occulus bolt carbine, Paired Combat Blades, Stratagem: Hero of the Chapter

Techmarine [6 PL, -1CP, 85pts]: Chapter Command: Master of the Forge, Combi-melta, Frag & Krak grenades, Rites of War, Stratagem: Warlord Trait, Thunder hammer, Warlord
. Servo-harness: Flamer, Plasma cutter, 2x Servo-arm

+ Troops +

Infiltrator Squad [6 PL, 100pts]: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

Infiltrator Squad [6 PL, 100pts]: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

+ Elites +

Relic Contemptor Dreadnought [8 PL, -2CP, 195pts]: Cyclone missile launcher, Stratagem: March of the Ancients, 2x Twin volkite culverin

Scout Squad [4 PL, 60pts]: 5x Camo cloak
. Scout Sergeant: Combi-melta, Frag & Krak grenades, Thunder hammer
. 3x Scout w/Boltgun: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
. Scout w/Heavy weapon: Bolt pistol, Frag & Krak grenades, Missile launcher

+ Fast Attack +

Land Speeder Tornadoes [8 PL, 140pts]
. Land Speeder Tornado: Assault cannon, Multi-melta
. Land Speeder Tornado: Assault cannon, Multi-melta

Land Speeder Tornadoes [8 PL, 140pts]
. Land Speeder Tornado: Assault cannon, Multi-melta
. Land Speeder Tornado: Assault cannon, Multi-melta

+ Heavy Support +

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marines: 4x Bolt pistol, 4x Frag & Krak grenades
. Desolation Sgt: Bolt pistol, Frag & Krak grenades
. . Replace Superfrak/krak with Vengor & Targeter Optics: Targeter Optics, Vengor Launcher

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marines: 4x Bolt pistol, 4x Frag & Krak grenades
. Desolation Sgt: Bolt pistol, Frag & Krak grenades
. . Replace Superfrak/krak with Vengor & Targeter Optics: Targeter Optics, Vengor Launcher

Devastator Squad [8 PL, 145pts]: Armorium Cherub
. Devastator Marine Sergeant: Combi-melta, Frag & Krak grenades, Thunder hammer
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Grav-cannon
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta

Devastator Squad [8 PL, 125pts]: Armorium Cherub
. Devastator Marine Sergeant: Combi-melta, Frag & Krak grenades, Thunder hammer
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Grav-cannon
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Grav-cannon
. Devastator Marine w/Heavy Weapon: Bolt pistol, Frag & Krak grenades, Grav-cannon

Eliminator Squad [4 PL, 75pts]: Las Fusil
. Eliminator Sergeant: Bolt pistol, Camo cloak, Frag & Krak grenades, Instigator Bolt Carbine
. 2x Eliminators: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades

Gladiator Reaper [10 PL, 150pts]: Auto Launchers, Icarus Rocket Pod, Ironhail Heavy Stubber, 2x Tempest bolter, Twin heavy onslaught gatling cannon

+ Dedicated Transport +

Drop Pod [4 PL, 70pts]: Storm bolter

Land Speeder Storm [3 PL, 50pts]: Cerberus launcher, Heavy bolter


Pregame + Deployment

Spoiler

My LF are a deterrent to his grav pod...gotta keep them in reserve

I also put 1 SC a wulfen and cyberwolf in reserve

Wulfen are instant reroll aura when they arrive

cyberwolf helps zone him out if his pod hasn't arrived yet


If I can splash his speeders he has no movement speed to get around the map


I pick
Shock tactics
Codex Warfare
Banners


He picks...the exact same lol


He wins roll to deploy and goes first to seize good terrain in no mans land top right

I get greedy and string out to touch middle objective
HUGE mistake because he then drops eliminators in the bottom left corner and I see a problem
His DP can now come in BOTH corners and get good LOS on me
Need to remember for future games that the corner protection is more important than middle objective
I adjust drops after to fix it and shove bubbles out just enough that I have a safe hole to drop 5 man desolation marines safe from being shot

 

 

 

image.thumb.jpeg.9402a3af2ff39322c69337011907d08f.jpeg


BATREP

Spoiler

Turn 1A
I win roll for first turn and adjust left infiltrators
Huge roll...I am now safe from an alpha strike and can push him way back

 

 

image.thumb.jpeg.a774aa63b28d86a13c102eca6757957f.jpeg

 

I fail recitation of focus 
Small desolators get reroll all but hit on 5s...only kill 1 eliminator (he used transhuman)

Now I have to waste my brick with catechism of fire into them...ugg
Brick kills eliminators and vengor picks off 1 desolator in cover

Wulfen push up to middle as bait
Infiltrators and wolves move to zone out his DP

I didn't shoot many things but i secured board positioning

 

image.jpeg.c8d78de028004a2d3c4dcb41d3edd1df.jpeg


Turn 1B
He pushes up aggressively on both flanks
Speeders obliterate my small desolation marines
His desolation marines splash my desolation brick with indirect killing 3/10...OUCH

I HI with infiltrators on left flank and push past him w/o getting into engagement.  Basically got free movement to push denial bubble deeper into his lines
This is important b/c his extra range means I need a 33"+ buffer to be safe
Now I can bring in my reserves safely in the corner

 

 

image.thumb.jpeg.1d3c876f9b18ec8fe28a0f760faa75d1.jpeg


Turn 2A
I go ultra aggressive and plan to wipe him out bottom left AND middle and send in all reinforcements except cyberwolf
Even the wulfen arrive b/c I want their reroll charge buff on SCs to the middle
Skyclaws bottom left roll 6-6 for damage and smoke his LS bodyguards after DS out of reserve
Longfangs smoke his contemptor after cherub reloads MC krak missiles

Desolators were originally going to shoot the contemptor after LFs cleared a path but now I have no primary target and splash his speeders and force scouts out
Indirect does nothing to his desolation marines in cover 

SC kill 1 LS and drop other to 1 wound

I make all charges thanks to wulfen aura (SC originally failed)
I slaughter everything and SC consolidate safely into middle out of LOS

 

image.thumb.jpeg.bb7599acc548f29a7442a23215684b01.jpeg

 


Turn 2B
His grav pod smokes the desolation squad
Reaper kills 4/6 SC in corner
The LFs however are safe and out of his range
Indirect1 does 0 damage to SC (made every single 4+)
Indirect2 kills 5/6 SC...doh


Librarian fails charge into SC to tie me up
Infiltrators make charge into SC solo survivor
I HI with other SC into them
I only kill 3/5!!!!
This is horrible...now instead of being able to jump deep into his lines and hit desolation marines I am TIED UP IN COMBAT!!! 

I pass all my morale at least

Forget to grab a SS b/c of how big a swing this was back to his favor

 

 


Turn 3A
I have nothing to do...it is reposition and hide time
LF advance to try and reach cover
Big SC fall back to safety
Judiciar charges in and wipes infiltrators then gets in position to fight last anything he sends in

 

Battle shock makes me forget about cyberwolf in reserve...he gone now at a farm upstate...

 

image.thumb.jpeg.27df87310931cc1b44dadfc37559b4ea.jpeg


Turn 3B
He goes YOLO into the middle but fails key charges with his devs (needed 7 on both and rolled 6 both times)
His indirect kills 4/6 SCs
Librarian ends up going in solo rather than have me HI him and get closer to his backfield
SC kill librarian then pass morale

 

image.thumb.jpeg.0db103db23c394effdd651a14dd0d58d.jpeg

 

Turn 4A

SC survivors from 2 squads plan to charge in with Judiciar.  When they finish the job I plan to hug DP for safety after
SC survivors who killed the librarian used their consolidate to make it easier to jump top right to remove his last 2 infiltrators from board

 

Wulfen roll a 1 for advance and stay put

If things go badly they are my last remaining option in middle area

 

I burn all my CP to jump chaplain and auto chant recitation of focus + keen senses on LFs
The LF then step out and get LOS on his grav devs
I split fire and blow through 9/10 bodies (master crafted frag missiles heh...fun)

 

I make all the charges into his last surviving grav dev (yellow highlight) and can easily consolidate into pod now

 

He concedes knowing he can't remove the SC from his side now that I'm dug in and he can't shoot me or melee with judiciar nearby

 

 

image.thumb.jpeg.11585903bfeac6860d9a3eba284a1239.jpeg

 

 


Final

Spoiler

 

image.jpeg.eb938e2692a6696a979f38f2c3002dfd.jpeg

 

84-49

SW victory!!!

First turn decided how it would unfold.
Had some massive swings during actual play that made it a roller coaster though.

 

 

I underestimated his desolation marines and should have started removing them earlier.  I didn't need to kill those eliminators and should have removed the indirect fire threat instead.

 
Trusty reliable long fangs saved the day though
The kill of his contemptor and grav devs kept the momentum firmly on my side

I also passed every morale test...that was huge
Just having the threat of a single SC messed up his plans for a turn

I need to remember to zone out that DP in future games.  Got lucky with first turn and it didn't make me pay

 

I am now 2-0


 

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  • 2 weeks later...

Finished this saga 3-1 and missed the 4-0 cutoff by losing game #4 to Grey Knights.

 

Time was limited so i didnt get full batreps.

 

Codex warfare has been changed due to dataslate so the concept no longer works.

 

Gonna take a break from batreps until 10th is in full swing then try again.

 

 

 

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